Arknights Wiki
Advertisement
This article is about the Operator class. For the NPC, see Guard (NPC).

Guard is one of the eight Operator classes in Arknights.

Overview[]

Guards have high HP and ATK which gives them high DPS output. They often have good synergy with the other classes, especially Defenders who can block enemies to be pummeled by Guards or with each other to deal even more damage with coordinated attacks.

The only weakness that most Guards have is a lack of base RES, making them noticeably vulnerable to enemy Casters and Arts Guards.

Branches[]

Branch Trait
Dreadnought Guard
Dreadnought
Blocks 1 enemy
Strong melee attacker
Centurion Guard
Centurion
Attacks all blocked enemies
Multi-target melee attacker hitting targets equal to their block count
Lord Guard
Lord
Can launch Ranged Attacks that deal 80% of normal ATK
All-around melee attacker using a ranged attack that deals 0.8× damage when not blocking enemies
Arts Fighter Guard
Arts Fighter
Deals Arts Damage
Melee Arts attacker
Instructor Guard
Instructor
Can attack enemies from range; When attacking enemies not blocked by self, increase ATK to 120%
Supportive melee Operator with extended range and dealing 1.2× damage when attacking enemies they are not blocking, and augments friendly units with their skills/talent(s), usually melee ones
Fighter Guard
Fighter
Blocks 1 enemy
Melee attacker with a fast attack interval
Swordmaster Guard
Swordmaster
Normal attacks deal damage twice
Melee attacker delivering two strikes in each attack
Musha Guard
Musha
Can't be healed by other units. Recovers 30/50/70 self HP every time this operator attacks an enemy
Very strong melee attacker that cannot be actively healed but recovers some HP in each attack (30 base, 50 Elite 1, 70 Elite 2) and augment themselves as they lose HP through Tenacity
Liberator Guard
Liberator
Normally does not attack and has 0 Block; When skill is inactive, ATK gradually increases up to +200% over 40 seconds. ATK is reset when the skill ends
Very strong melee attacker that only attacks and block enemies during skill activations with an ATK buff over time outside skill activations, capping at 200% after 40 seconds, that resets upon the skill expiring
Reaper Guard
Reaper
Cannot be healed by allies; Attacks deal AoE damage; Recovers 50 HP for every enemy hit during attacks, up to Block count
Sweeping melee attacker that hits all targets in range and cannot be actively healed but recovers 50 HP for each enemy hit by attacks that are capped to the block count
Crusher Guard
Crusher
Attacks all blocked enemies
Very strong but completely defenseless multi-target melee attacker hitting targets equal to their block count

Interactions[]

Operator Skill/talent Interaction
Tactical Configuration Increases the ATK and DEF of Guards for a period of time after Castle-3 is deployed.
  • P1: 10% for 10 seconds
  • P2: 12% for 12 seconds
  • P3: 14% for 14 seconds
  • P4: 16% for 16 seconds
  • P5: 18% for 18 seconds
  • P6: 20% for 20 seconds
Forward March Lowers the DP costs of all undeployed Guards by 1 when Wild Mane is deployed for the first time. At Elite 2, Forward March takes effect whenever Wild Mane is deployed and can reduce the undeployed Guards' DP cost by a maximum of 5.

Trivia[]

  • Out of all eight classes, Guard has the most members; with the introduction of class branches, Guard have the most branches as well, of no less than 11 as of Il Siracusano.
    • Because of this, the community jokingly calls the game "Guardknights".
Advertisement